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Well as the name suggested this is a new list idea I came up with and will be trying out within the next week. This whole idea came about when discussing tournaments and comp scoring systems. As we all know ogres are not terribly competitive, heck if you don't have a lot of skill at the game they can be down right terrible. But, with ogres being in the lowest tier and thus highest valued in comp scoring, why not maximize it? What I ended up with was a fairly balanced and fluffy looking list. To explain some things, I read in the FAQ that if you give a maneater unit a cathayan longsword the unit would be considered WS5 when attacks are coming in. Yhetees are there for A) M7 and scale terrain magical attacks because of ethereal and wood spirit units. As well as a severe lack of magical weapons in an ogre kingdoms army. I also like my 2 units 6 ironguts simply because it means that enemy shooting will require 6 wounds to cause a panic test. I can also drop one irongut to give my butcher a place to hide and then grab a second unit of 8 trappers or 24 gnoblar fighters. Gnoblars are great for annoyance, distraction, and holding table edges. Another favorite was 20 fighters holding up 3 waywatchers for the entire game.
2x 6 Ironguts
(or 3x4/4x3 for those MSU fans)
8 gnoblar trappers
Looks good. But i would change the set ups on the hunter and butchers. you can find some ideas on my WIP tactica. ALso since you have a hunter i would get a second squad of trappers as there are priceless. you bulls dont need a bellower as they will either run through fast cav on the side or just get shot up. gotta go now so i can look again once i get time.
I may drop one iron gut for 8 more trappers, which will leave the butcher some place to hide. The butcher's setup is my prefered setup for a butcher as the skullmantel is priceless especially with braingobler and I always like having one D. scroll in there just to be safe. He is also there for that one extra D. dice and for some spell capability, minor though it may be, because if i can get a bullgorger or toothcracker off, they will ruin my opponents day or will soak up his own power dice so there is less magic headed my way.
The bulls have the bellower simply because I had an extra 10 points, and a bellower is always nice for a unit that I will be using for the 'bait n' switch' maneuver.
My view on the hunter is that he is a low priority target to my opponent with all my other nastier stuff on the field, so I dont expect him to have much of anything cast at him. I want him there to be an annoyance, soak up some ranged fire and keep going. If I were to switch up his gear and since he has to accept challenges, I would give him the tenderizer.
I love my trappers, and though useful, do not do much in the way of killing for me. I use them to either march block, hold an enemies table corner, use the skirmishers 360 line of site to progect against waywatchers being right behind my main fighting line. Since I face a lot of wood elves and dryads with 360 degree line of site, they are usually the first to die in my army.